Fair enough. It actually does work….just not right away. The
texture has to be bound before its adapt attribute will kick in a
resize the texture and change the dim attribute. This is because
Jitter is a very harsh environment for opengl and textures are
sensitive creatures that need a proper home in a living opengl
context. So, jit.gl.texture exhibits some delayed behavior that only
kciks in when you actually use the thing. This patch shows that it
works.

aha! thanks a lot wes. I was getting really nervous about my deadline in 2
days:-)

In case anyone cares, I use this to do relative blurring of the texture. If
you project a large texture onto an object, and then scale it down, the
texture looks really ugly because the downsampling doesn’t do interpolation.
Joshua suggested to use a blurring shader. This looks really nice, but you
have to set the width attribute of the shader relative to downsampling
factor. To calculate the downsampling factor I needed the texture dimensions
and the object scaling.